Forum posts

This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-29 19:29:17 UTC
in Post your screenshots! WIP thread Post #339730
User posted image
User posted image
(old screenshot, didn't bother taking a new one xd)
User posted image
User posted image
User posted image
My teacher was AMAZED. I'm not yet amazed though. The textures were just taken and put into a WAD with no colour modifications, so they look kinda dull.

Also, in one of the screenshots you can see me using a prop model for the first time in my life in GoldSrc. :3
I've made it myself in 3DS Max and I have to say, modeling for GoldSrc isn't as bad as I thought.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-28 18:38:52 UTC
in SabreCSG - VMF Importer for Unity! Post #339717
That's awesome. :)
One thing I've never really liked about modern engines is the lack of CSG. But I guess mesh mapping is the way to go these days.
Admer456 Admer456If it ain't broken, don't fox it!
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-14 19:05:03 UTC
in Windows XP usage Post #339573
I once saw a Windows 95 PC being used in my elementary school's library. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-13 07:41:27 UTC
in Windows XP usage Post #339571
"Funny thing about it though was that it had a Windows Vista sticker on the front of the tower"
Lol. My laptop had a Vista sticker (because it was manufactured in 2007), but Windows 7 was installed. It was probably installed by its previous owner.
"Who in their right mind would use a seventeen-year-old operating system?"
In their right mind, nobody. In their wrong mind, me. I've used it as a daily driver OS until 2014 when my old PC died. Still using it occasionally whenever I feel like it. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-10 15:36:22 UTC
in Post your screenshots! WIP thread Post #339549
Why don't you read everything I write?

As for other editors, you can apply the same principle. Add a light entity and change your map's keyvalues if necessary.

I don't know how you add entities in Trenchbroom, but I guess you already know. Besides, it has a user manual as far as I'm aware.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-10 12:06:17 UTC
in Post your screenshots! WIP thread Post #339544
Shift+E, select "light" from the dropdown menu, and click somewhere in the map, and press Enter if needed. A light will be created.

Then compile the map.

Sunlight etc. is done via map keyvalues, which you can either do by manually adding keyvalues like _sunlight, or by having an FGD which eliminates the need to add them manually.

This is if you're using a Hammer-style editor, in my case J.A.C.K.
As for other editors, you can apply the same principle. Add a light entity and change your map's keyvalues if necessary.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-09 19:15:13 UTC
in Post your screenshots! WIP thread Post #339536
User posted image
It looks terrible, but it compiled successfully, unlike my last attempt (I still believe it was because I went too far with the tetrahedra). Finally. ^^

Now, the next step would be to improve the map, do experiments, and then write a good chunk of documentation, since I've found only a few resources about Q2 mapping.

@Sheepy
It looks cool. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-05 15:06:01 UTC
in Windows XP usage Post #339500
I still use Windows XP to run Worldcraft 2, but also Far Cry 1 because the water doesn't reflect the terrain on newer Windows versions.

But primarily I use Windows 7.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-03 06:23:52 UTC
in The CLIP texture Post #339484
CLIP brushes help define the map's clipnodes (collision data). They shouldn't affect the BSP face clipping. (if that's what you are asking)

If you have a func_illusionary, or a passable func_detail, you can place a CLIP brush inside of it and you'll have collision.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-05-02 09:54:11 UTC
in Post your screenshots! WIP thread Post #339476
Nice onion dome. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-30 05:38:21 UTC
in Post Your Photos Post #339458
I recall it was your idea, DiscoStu. :P
I've tried taking photos every week (meaning I wasn't always consistent, lol) and I think I'll finish the timelapse this year.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-28 06:14:13 UTC
in Post Your Photos Post #339451
Well, you could've seen it in the photos from my earlier post. :P

Also, I don't have a back door. Those photos are outside my front door, more precisely to the left side of it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-27 20:36:08 UTC
in Post Your Photos Post #339449
User posted image


Looks pretty. :3

User posted image


Looks destroyed. >:3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-22 05:56:39 UTC
in Post your screenshots! WIP thread Post #339408
User posted image
Rolled out 38 textures last night. Here you can see 10 of them, and 2 vanilla ones.

I wish I did my elementary school map this way. :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-19 02:29:41 UTC
in Env_fade Post #339368
I mean, 'fade duration = 0' was exactly what crashed my game. Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-18 19:30:38 UTC
in Env_fade Post #339358
I remember having a crash with env_fade as well.
It had to do something with the flags, or properties of the entity.

I think it was the fade duration which I set to 0.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-07 05:44:16 UTC
in Quake 2 mod for Xbox Post #339232
Quake 2 became Quake 4. Odd. :confused:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-05 12:51:10 UTC
in Hello Post #339200
Welcome to TWHL, Deewelch. It's always good to see new people here. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 17:58:27 UTC
in Quake 2 mod for Xbox Post #339143
It has definitely changed. In a few years it might even support CoD4, LOL.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 17:37:13 UTC
in Quake 2 mod for Xbox Post #339141
@Screamernail

Well, I downloaded ArghRad to see what it's like. Remember, put a light entity in the map, and compile it with all 3 compiling tools (qbsp3, qvis3 and ArghRad if you have it). QBSP3+QVIS3+ArghRad

@rufee

I find QuArK somewhat clunky and slow in terms of doing things. Or I just don't know the shortcuts because I've used it only for a couple of days.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 09:47:06 UTC
in Quake 2 mod for Xbox Post #339138
A Quake 2 map is made just like any other Quake-engine-based game.

You make the map in your map editor and compile it.
If it's pitch black, add a light entity to light it up.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-04-01 07:00:29 UTC
in Quake 2 mod for Xbox Post #339136
Well, if there's no lighting, drag and drop the .bsp file into the VIS executable and then the RAD executable. :P

In the end, you could create a .bat file to do all the work for you. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-31 21:30:34 UTC
in Quake 2 mod for Xbox Post #339134
Might be something with the file path.
I don't know if QBSP3 is fine with long paths and spaces.

Drag and drop the .map file into the qbsp3.exe and see what happens.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-31 16:23:58 UTC
in Quake 2 mod for Xbox Post #339130
Do you have the compiling tools?

http://www.bspquakeeditor.com/downloads.php

You can find them here under "Quake 2 Build Tools".

And this will give you a basic idea about setting up Trenchbroom for compiling. :)
(I know it's for Quake 1, but the same principle applies xd)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-31 09:10:18 UTC
in Quake 2 mod for Xbox Post #339128
J.A.C.K. also provides the mapper with Q2 compiling tools, if I remember well. Either way, good luck with the project. :)

QuArK is clunky but if one can master it, then good for them. It will take a while.

J.A.C.K. won't be able to open the Q2 textures instantly, so you'd have to extract them from the .pak files with Wally.

Quake 2 guides and tools are rare to find nowadays, but they can still be found on some places. I downloaded ArghRad v3 from the BSP Editor website, while ArghRad's official website is down, for example.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-17 07:21:11 UTC
in Post your screenshots! WIP thread Post #339040
I love that 1 2 3 4 5 6 though. :]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-12 10:23:43 UTC
in Block entities on VHE Post #339004
It also depends on the .fgd. The one that comes with J.A.C.K. is really nice. ^^

Either way, the part which defines the model is studio(model path here.mdl) if you'd like to edit the FGD file.
If your editor supports 3D models then you're good to go.
Also check your settings if model previews are enabled at all.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-11 09:20:37 UTC
in Post your screenshots! WIP thread Post #338998
So my laptop should be able to run your maps at 40fps or more. Good to know! :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-09 21:24:00 UTC
in Little Half Life 1 mod... Post #338983
"About coding everything you say sounds easy xd"
Considering what you want to do, it really is easy. In fact, changing some weapon ammo capacities was the first thing I did when I started coding.

// weapon clip/carry ammo capacities
#define URANIUM_MAX_CARRY 666
#define _9MM_MAX_CARRY 420
#define _357_MAX_CARRY 69
#define BUCKSHOT_MAX_CARRY 1337
#define BOLT_MAX_CARRY 50
#define ROCKET_MAX_CARRY 5
#define HANDGRENADE_MAX_CARRY 10
#define SATCHEL_MAX_CARRY 5
#define TRIPMINE_MAX_CARRY 5
#define SNARK_MAX_CARRY 15
#define HORNET_MAX_CARRY 8
#define M203_GRENADE_MAX_CARRY 10

This is easy. More advanced things, well, not so easy. :lol:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-08 21:08:37 UTC
in Little Half Life 1 mod... Post #338972
It's not hard at all.

1. Open Visual Studio
2. Open the HL SDK project file
3. Enter weapons.h
4. Change some numbers
5. Compile the DLL
6. Put the DLL into your mod

There. :)

@Unq
Lol, same situation here. I've always been behind on these types of things.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-03-08 10:29:59 UTC
in Little Half Life 1 mod... Post #338967
So you want to get into coding.
I started it in 2015 by getting Visual Studio 6.0 (it's from 1998, so I thought it would be good for Half-Life, LOL) and downloading Half-Life SDK 2.3 from ModDB.
That is wrong. VS6.0 is ancient and it's the best to use a modern development tool.

Since I don't know what's the best place to obtain the HLSDK (I'm using the edited SDK2.3 that's meant for VS2008, and I'm still using Visual C++ 2010 Express), we'll have to wait until somebody answers that.

If you want to get into [insert game here] coding, you must learn the basics of programming to at least understand some things. Trust me. When I started, I had no idea what is what. It's sort of like seeing a trigonometry test as a 5-year-old kid.

But also, if you implement new entities in the code (e.g. func_something), yes, you'll have to modify your FGD file. I use Notepad++ but regular Notepad can do it just fine.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-28 18:03:10 UTC
in Who Wants my old laptop? Post #338895
I would've made the first post, but even if my 11-year-old laptop is terrible, it's got a fully-working keyboard and a battery that lasts 2 hours. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-26 22:34:44 UTC
in Post Your Photos Post #338876
How come you don't see the tiny amount of snow there?
sigh
User posted image
User posted image
User posted image
User posted image
User posted image
These few pnotos are 5 hours old, meaning now there's even more snow. ^^
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-26 15:29:49 UTC
in Post Your Photos Post #338872
Omg. After 6, long years, it finally snowed in my village.
User posted image
(I should consider taking a better picture)

:D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-19 20:19:11 UTC
in Now Gaming: ... Post #338852
SkyNET

For some reason, I decided to play this old masterpiece by Bethesda just because I needed to find a purpose for my DOSBox installation.
And it's better than what I remembered from the demo. :o

User posted image


User posted image


I prefer playing it in 320x240, because it looks more like it should (and runs faster lol).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-16 23:41:13 UTC
in Post your screenshots! WIP thread Post #338842
Oh no... I took it seriously. Again! facepalm
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-15 21:05:15 UTC
in Post your screenshots! WIP thread Post #338836
So when somebody makes a joke, I take it seriously. But when I make a joke, literally everyone else takes it seriously. LOL.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-15 10:44:24 UTC
in Post your screenshots! WIP thread Post #338831
Who needs 3DS Max or Blender when J.A.C.K. hammers them all? :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-02 12:53:19 UTC
in Post your screenshots! WIP thread Post #338759
@SourceSkyBoxer

What do good boys have to do with that, lol?

Also, I think it's more like a "power beam" than a teleport. Let's see what Victor will say.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-01 16:16:10 UTC
in Post your screenshots! WIP thread Post #338755
Software mode or gl_texturemode gl_nearest_mipmap_linear? (or it's just the GIF quality messing with me)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-29 10:08:05 UTC
in Post your screenshots! WIP thread Post #338723
Something I like to do is to change my monitor settings. My ASUS monitor has presets and that's pretty useful when something is too dark.

So, Victor's maps are just fine in terms of lighting for me. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-22 12:41:37 UTC
in editing 256 colour .bmp files Post #338713
GIMP can indeed edit images in 8-bit which allows you to rearrange the colours in the palette, as well as saving the BMP as 8-bit. Pretty neat.
Image -> Mode -> Indexed. Make sure to pick 256 colours instead of 255 (since 0-255).

I don't use Wally as much as I used to. I use HL Texture Tools instead.

HL Texture Tools is actually extremely useful if you just want to fix transparent textures. You use the colour picker and it automatically changes that colour's index to #255. It can also load, save and edit palettes as far as I'm aware.

Lastly, there was a tool I once used. I think it was called PixelScape or something like that. It was the time when I wasn't aware of GIMP's 8-bit capabilities.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-20 11:10:30 UTC
in Post your screenshots! WIP thread Post #338684
I've used Paint.NET and GIMP together to create the grass texture in that stadium map I posted somewhere up there. (drew grass blades in Paint.NET, adjusted the colours and fixed the seams in GIMP)
The arena's concrete textures + CT & T wall textures were made in Paint.NET. :3

So, it really is about how you use them, not which one's better. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-14 02:22:23 UTC
in Post your screenshots! WIP thread Post #338640
Alright, Boss is happy. The tournament happens next week so I won't release the map until then.

In the meantime:
User posted image
User posted image
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-14 01:22:09 UTC
in zombie is eating - scripted_sequence - h Post #338639
Ninja probably doesn't want the zombie to eat off an empty floor while it's doing 'nothing', lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-13 18:03:30 UTC
in zombie is eating - scripted_sequence - h Post #338636
In the zombie's properties, try WaitForScript.
Last resort: aiscripted_sequence.

Edit:
Ah, here it is:

Zombie - WaitForScript
scripted_sequence - Idle Animation only, without Action Animation, otherwise the zombie would be frozen
Admer456 Admer456If it ain't broken, don't fox it!